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Colliders: change "touch, bump" to AT and AC (elems) (#1637)

* toucherFlags, bumperFlags -> atElemFlags, acElemFlags

* TOUCH_ -> ATELEM_

* BUMP_ -> ACELEM_

* ColliderElementTouch,Bump -> ColliderElementDamageInfoAT,AC

* toucher,bumper -> atDmgInfo,acDmgInfo

* Update docs and zcolchk funcs names

* run formatter

* remove the last mentions of "bump" for colliders

* Update renamed functions in disasm
This commit is contained in:
Dragorn421 2024-03-05 01:33:08 +01:00 committed by GitHub
parent bf37ad1368
commit 68a86d2d00
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GPG key ID: B5690EEEBB952194
253 changed files with 1509 additions and 1509 deletions

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@ -213,8 +213,8 @@ static ColliderJntSphElementInit sJntSphElementInit[1] = {
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
ATELEM_NONE,
ACELEM_ON,
OCELEM_ON,
},
{ 0, { { 0, -120, 0 }, 4 }, 300 },
@ -331,9 +331,9 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
this->timer = 0;
this->flameScaleY = 80.0f;
this->flameScaleX = 100.0f;
this->collider.elements[0].base.toucherFlags = TOUCH_ON | TOUCH_SFX_HARD;
this->collider.elements[0].base.toucher.dmgFlags = DMG_DEFAULT;
this->collider.elements[0].base.toucher.damage = 8;
this->collider.elements[0].base.atElemFlags = ATELEM_ON | ATELEM_SFX_HARD;
this->collider.elements[0].base.atDmgInfo.dmgFlags = DMG_DEFAULT;
this->collider.elements[0].base.atDmgInfo.damage = 8;
this->bobSize = this->actionState * 20.0f;
this->flamePrimAlpha = 255;
this->moveMode = BBMOVE_NORMAL;
@ -351,7 +351,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
thisx->colChkInfo.damageTable = &sDamageTableRed;
this->flameEnvColor.r = 255;
this->collider.elements[0].base.toucher.effect = 1;
this->collider.elements[0].base.atDmgInfo.effect = 1;
EnBb_SetupRed(play, this);
break;
case ENBB_WHITE:
@ -1155,7 +1155,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, false);
switch (this->dmgEffect) {
case 7:
this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->toucher.damage;
this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->atDmgInfo.damage;
FALLTHROUGH;
case 5:
this->fireIceTimer = 0x30;
@ -1165,7 +1165,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
//! Din's Fire on a white bubble will do just that. The mechanism is complex and described below.
goto block_15;
case 6:
this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->toucher.damage;
this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->atDmgInfo.damage;
break;
case 8:
case 9: